I’m trying to learn Blender animation for Unity and have come across a frustrating problem. After importing a rig, mesh, and animation from Blender into Unity, the animation in the preview menu looks fine. However, once I change the avatar definition from “Generic” to “Humanoid,” and select “Create from this model” for the avatar definition, the animation changes. Specifically, the finger positions become mismatched from the blender animation.
I have tried turning off animation compression, and messing with the avatar configuration, but nothing seems to work. After messing around with the constraints in the “Muscles and Settings” tab of the avatar configuration, I have a feeling that the problem might have something to do with those; If you look at the character’s left wrist in the pictures below, the generic rig preview has the wrist contorted, while the humanoid rig seems more straight. After seeing this, I created an animation in blender that had a less contorted wrist, but the problem has persisted.
Any help would be appreciated.


